The document discusses whether marketing needs to be gamified. It begins with an introduction to gaming, noting that the average young person will spend 10,000 hours playing online games by age 21. It then covers the history of video games and discusses different game genres. The document introduces the concept of gamification as using game mechanics for non-game contexts to engage users. Examples of game mechanics for gamification like points, levels, badges and leaderboards are provided. It argues that gamification can drive long-term user engagement and provides examples of gamified marketing campaigns.
1. Gamification is the use of game mechanics and game design techniques in non-game contexts to engage users and solve problems. Simply making a branded game is not gamification.
2. Gamification basics include using points, levels, badges, leaderboards, and rewards to motivate users through fun, loyalty programs, and achieving status. It appeals to different player types like explorers, achievers, socializers, and killers.
3. Examples show gamification can increase engagement, trial usage, buy clicks, and revenue through integrating gameplay into the user experience on websites, apps, and social media to achieve business goals.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
1. Gamification is the use of game mechanics and game design techniques in non-game contexts to engage users and solve problems. Simply making a branded game is not gamification.
2. Gamification basics include using points, levels, badges, leaderboards, and rewards to motivate users through fun, loyalty programs, and achieving status. It appeals to different player types like explorers, achievers, socializers, and killers.
3. Examples show gamification can increase engagement, trial usage, buy clicks, and revenue through integrating gameplay into the user experience on websites, apps, and social media to achieve business goals.
Gunter Blanckaert discusses the importance of gamification in digital marketing. He notes that gamification uses game mechanics and design to increase user engagement with non-game contexts. The average young person will spend 10,000 hours playing online games by age 21, showing why gaming is important to future "Generation G" customers. Examples of successful gamification programs from companies like Nike, Autodesk, Samsung and Moosejaw are presented that increased user engagement, conversions and revenue. Blanckaert argues that gamification can drive user engagement and satisfaction, create loyalty, increase revenue and boost social sharing, making it an important tactic for digital marketers to use.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
My grumpy talk on "badge measles" and the confusions, side effects and missing parts of gamification at Playful 2010, September 24, 2010 in London, Conway Hall.
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
Simon Egenfeldt Nielsen, Serious Games Interactive, NOW is DigitalSeismonaut
This document discusses gamification and serious games. It provides background on the speaker and his company Serious Games Interactive, which develops serious games that combine learning, communication and storytelling. The speaker defines serious games as using game mechanics for more than entertainment, while gamification integrates game dynamics into sites/services to encourage behavior. Serious games create unique game solutions, while gamification structures existing experiences. Examples are given of companies that have implemented gamification, and the document outlines initial steps to get started with gamification.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
The document discusses the key concepts of gamification including defining gamification, the player journey, dynamics, mechanics, aesthetics, and social actions. It provides examples of how game techniques can be applied to increase engagement in real-world activities and services. The document also outlines key questions to consider when designing a gamified system, such as defining the vision, understanding player motivations, how players can master skills and see progress, and ongoing engagement throughout the player journey.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Smart Gamification: Social Game Design for a Connected WorldAmy Jo Kim
The document discusses key principles for designing social games, including understanding player engagement styles, designing for different stages of player lifecycles, incorporating positive emotions and relationships, using progress mechanics, and rewarding players with autonomy, mastery and belonging. It provides examples of mechanics that motivate players intrinsically rather than just extrinsically.
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
This document discusses how principles from game design and behavior design can be applied to business transformation. It provides examples of how compelling gameplay was achieved in the popular mobile game Angry Birds through techniques like establishing a story, mission, tasks and measures of success. The document also examines models for understanding human behavior and motivation, such as Fogg's Behavior Model, which outlines ability, motivation and triggers as key factors. It proposes a process for behavior design involving selecting a goal, mapping paths to achieve it, and rapidly testing ideas through trials rather than extensive planning. The goal is to influence behaviors and outcomes in business contexts by applying lessons from engaging game design.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
The document discusses metagame design and reward systems that drive engagement. It defines a metagame as layering a rewards system onto an existing activity to motivate certain behaviors. Examples of metagames include collecting items, earning ranks in karate or scouting, and frequent flyer programs. The document provides a framework for metagame design including assigning points to actions, adding feedback and rewards systems using levels, leaderboards, and achievements, and facilitating viral outreach through social sharing. It concludes with tips for compelling metagame design such as creating a coherent experience, defining appropriate point systems, motivating different player types, designing shareable rewards, and using game pacing.
Kongregate Web Games Partnership OpportunitiesDavidKongregate
This document provides an overview of GameStop Corp and its multi-channel strategy, including its acquisition of Kongregate. GameStop is the world's largest video game and entertainment software retailer. It has over 6,600 stores worldwide and leverages both retail and digital assets, including Kongregate which is the largest social gaming platform for core gamers. Kongregate offers turnkey social gaming and has a large, loyal community of hardcore gamers. The acquisition allows GameStop to reach more gamers through Kongregate's digital platform and integrate its services with GameStop's extensive retail and loyalty program offerings.
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
Simon Egenfeldt Nielsen, Serious Games Interactive, NOW is DigitalSeismonaut
This document discusses gamification and serious games. It provides background on the speaker and his company Serious Games Interactive, which develops serious games that combine learning, communication and storytelling. The speaker defines serious games as using game mechanics for more than entertainment, while gamification integrates game dynamics into sites/services to encourage behavior. Serious games create unique game solutions, while gamification structures existing experiences. Examples are given of companies that have implemented gamification, and the document outlines initial steps to get started with gamification.
Google Tech Talk given on January 24, 2011 in Mountain View, CA on gamification and how to get three »missing ingredients« right: meaning, mastery, and autonomy.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
Gamification - Defining, Designing and Using itZac Fitz-Walter
A presentation that describes the concept of gamification, it's roots, design and application. Minimal words, lots of pics and lots of fun to present. :)
Make sure to sign up to my weekly gamification newsletter: http://gamificationweekly.com
The document discusses the key concepts of gamification including defining gamification, the player journey, dynamics, mechanics, aesthetics, and social actions. It provides examples of how game techniques can be applied to increase engagement in real-world activities and services. The document also outlines key questions to consider when designing a gamified system, such as defining the vision, understanding player motivations, how players can master skills and see progress, and ongoing engagement throughout the player journey.
This deck is based on a paper we wrote for the SAMRA 2011 conference. It's a short introduction to some of the ideas underlying the concept of "gamification".
It also details the results from a simple experiment we conducted to measure the effectiveness of gamifying an online community. We were restricted by a tight deadline and the existing capabilities of the online platform we partnered with, but the results are still pretty clear (although small base sizes makes it difficult to draw solid conclusions). To follow up these tantalising results, we are writing another paper for ESOMAR Congress that collects more numbers describing the effectivness of gamification.
I had a lot of fun illustrating the deck. Hope you enjoy reading it.
Smart Gamification: Social Game Design for a Connected WorldAmy Jo Kim
The document discusses key principles for designing social games, including understanding player engagement styles, designing for different stages of player lifecycles, incorporating positive emotions and relationships, using progress mechanics, and rewarding players with autonomy, mastery and belonging. It provides examples of mechanics that motivate players intrinsically rather than just extrinsically.
Beyond The Badge: Architecting Engagement Through Game Design ThinkingDustin DiTommaso
Let’s face it, the buzz surrounding Gamification has reached critical mass in the marketing industry with the bulk of attention directed to points & badges as a panacea for customer engagement and loyalty. While these tools certainly have their place in drafting an engagement plan, there’s more to unlock - much more. By examining the tools game designers use to incentivize and motivate players and mapping these tools to their psychological underpinnings we can arm ourselves with a model for architecting user engagement, directing behavior and satisfying business goals.
This presentation is appropriate for anyone looking to level up their understanding of game design thinking, the current state of gamification and how to move it Beyond the Badge.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
Gamification 101: Design the Player JourneyAmy Jo Kim
The document discusses designing player journeys in gamification. It defines key concepts like player, journey, dynamics, mechanics and aesthetics. Dynamics refer to time-based patterns and systems, mechanics make progress visible, and aesthetics evoke emotion. The document also discusses designing for different player types and stages, including novices, experts and masters. It provides examples of social actions players can take and notes different player motivations like competition, cooperation and self-expression.
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
This document discusses how principles from game design and behavior design can be applied to business transformation. It provides examples of how compelling gameplay was achieved in the popular mobile game Angry Birds through techniques like establishing a story, mission, tasks and measures of success. The document also examines models for understanding human behavior and motivation, such as Fogg's Behavior Model, which outlines ability, motivation and triggers as key factors. It proposes a process for behavior design involving selecting a goal, mapping paths to achieve it, and rapidly testing ideas through trials rather than extensive planning. The goal is to influence behaviors and outcomes in business contexts by applying lessons from engaging game design.
Amy Jo Kim discusses how game mechanics like collecting, points, feedback, exchanges, and customization can be applied to functional software and services to make them more fun, compelling, and addictive. She provides examples of how these mechanics are used in games and social networks like MySpace to engage users. Kim also analyzes how "serious" games like Brain Age for Nintendo DS and review sites employ these mechanics to motivate repeat play and participation.
The document discusses sustainable social systems design for gamification. It recommends 1) understanding player social styles, 2) designing for key lifecycle stages of newbies, regulars and enthusiasts, 3) incorporating elements that satisfy psychological needs like relationships and meaning, 4) using progress mechanics to guide mastery, and 5) motivating with intrinsic rather than extrinsic rewards. An example of ModCloth's social shopping model is provided.
Getting2Alpha: Turbo-charge your product with Game Thinking by Amy Jo KimNaresh Jain
Do you want to harness the deeper power of games – the power to drive long-term engagement? Are you ready to look beyond the silver bullets & Skinner boxes – and learn to think like a game designer? In this talk, you’ll learn the foundations of Game Thinking - brought to life with front-line stories from eBay, Ultima Online, The Sims, Rock Band, Covet Fashion, Happify, Lumosity and Slack. You’ll come away with a smarter approach to innovative product design - and practical, actionable design tips you can use right away to turbo-charge your path towards product/market fit.
More details: https://confengine.com/agile-india-2016/proposal/1961/getting2alpha-turbo-charge-your-product-with-game-thinking
The document discusses metagame design and reward systems that drive engagement. It defines a metagame as layering a rewards system onto an existing activity to motivate certain behaviors. Examples of metagames include collecting items, earning ranks in karate or scouting, and frequent flyer programs. The document provides a framework for metagame design including assigning points to actions, adding feedback and rewards systems using levels, leaderboards, and achievements, and facilitating viral outreach through social sharing. It concludes with tips for compelling metagame design such as creating a coherent experience, defining appropriate point systems, motivating different player types, designing shareable rewards, and using game pacing.
Kongregate Web Games Partnership OpportunitiesDavidKongregate
This document provides an overview of GameStop Corp and its multi-channel strategy, including its acquisition of Kongregate. GameStop is the world's largest video game and entertainment software retailer. It has over 6,600 stores worldwide and leverages both retail and digital assets, including Kongregate which is the largest social gaming platform for core gamers. Kongregate offers turnkey social gaming and has a large, loyal community of hardcore gamers. The acquisition allows GameStop to reach more gamers through Kongregate's digital platform and integrate its services with GameStop's extensive retail and loyalty program offerings.
Gaming a blast to technology, economy and globalization Soumo Dhali
Gaming a blast to technology, economy and globalization .
Gaming, this part of the technology been a part of our life, even before we get to know the word “Technology”. So as our group presentation, we decided to highlight the point of technology that always been here.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
DWS15 - Game Summit - Chimera Entertainment - Christian KlucknerIDATE DigiWorld
Christian Kluckner discusses how the games industry has changed over the last 10 years. The mobile and free-to-play markets now dominate, requiring developers to closely analyze player behavior, platforms, and market trends to succeed. Independent studios must manage resources carefully across live games and new projects to navigate an increasingly competitive landscape filled with clones and major brands. Kluckner highlights how Chimera Entertainment adapted by focusing on the popular Angry Birds brand with their RPG game Angry Birds Epic, leveraging the IP to target both casual and core gamers in the midcore market.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
Wiem, że nic nie wiem - moja krótka analiza rynku gier na Łódź Game Summit 2014Tomek Kreczmar
Tomek Kreczmar has worked in the video game publishing industry in Poland since 1994, working for various publishers such as Magia i Miecz, ISA, and Hyper. He now works for Game Industry Trends focusing on business games and gamification. Some of the projects he has worked on include The Witcher, Thorgal CCG, and Wewnętrzne Zło. The document then provides various statistics and information on the video game industry including revenues, sales numbers, and trends.
The document outlines a marketing plan for the Nintendo Wii video game console, including establishing a mission and vision to appeal to all ages by providing fun entertainment for individuals or groups, and a competitive analysis of the Wii versus the Xbox 360 and PlayStation 3. Strategies are proposed to target all age groups and achieve sales objectives through accessible pricing, a constant stream of new game types, and advertisements showcasing the Wii's ability to bring people together.
My project, Macrocosm, represents my desire to find a way to leverage mass-collaboration and computer technologies to allow every day people to participate in solving complex problems. Macrocosm is a simulation game, similar in style to SimCity, which takes gaming technology and focuses it on real-world scenarios. The game would be used by corporations, NGOs and governments to simulate their various climate change challenges and the proposed strategies for dealing with them. Players will compete to solve these challenges, and their solutions will allow the sponsoring organizations to test how well their proposed strategies work in combination and in complex environments over time. This will allow these organizations to produce more robust and workabe strategies, educate the public and include the public in the problem-solving process.
A case for change for Nintendo: switch to consumer focus or lose your audience.
This was an individual research project done for the Strategy & Innovation module of Hyper Island's Digital Media Management course.
This document provides a SWOT analysis and marketing plan for Scoreloop, a mobile gaming platform. The SWOT highlights Scoreloop's strengths in incentivizing gameplay and security, but also weaknesses in product awareness and compatibility. Opportunities include the growing mobile gaming market and iPad support. Threats include competition from geolocation games and preference for other social networks. The marketing plan allocates 49.78% of the $250,000 budget to non-traditional methods like a Scoreloop van and swag. Print, online, and conference promotions make up the remaining budget.
This document discusses Reality Gap, Inc., a publisher and developer of online games. It summarizes key details about some popular massively multiplayer online games (MMOGs) like World of Warcraft and Club Penguin, noting large player bases and revenues. It introduces Reality Gap's MetaTIXTM platform for microtransactions, which aims to solve problems with small transactions. It provides financial projections for two upcoming MMOG titles using this platform. Finally, it outlines details of Reality Gap's $3.5 million Series A preferred stock offering.
Don Geyer has 12 years of experience in games business, education, and research. He is currently the CEO of ThreeGates LLC in Visby, Sweden, which has 25 employees. Geyer discusses the current state of the game market, including the dominance of AAA franchises like Call of Duty and Battlefield. However, he notes the growth of independent games, mobile gaming, and free-to-play models. Geyer believes the future is in self-publishing on digital platforms and leveraging new revenue models beyond the traditional up-front payment.
Yodo1 Overview July 2014 English versionJames LaLonde
The document discusses China's large and growing smartphone and mobile gaming markets. It notes that China surpassed the US in 2014 to become the world's largest smartphone market, with over 800 million smartphones used in China. The document then outlines some of the challenges Western developers face in China, such as difficulties with discovery, distribution, payments and networks. It introduces Yodo1 as a platform that can help simplify the China market for Western developers by providing services in areas like cultural localization, IP protection, distribution, monetization, co-production opportunities and games as a service.
FGS 2011: Keeping Yourself Honest in Game Design (SteamBirds)mochimedia
Game developers often fail to hold a critical eye to their own work, and struggle to see why they aren't finding success. Join Andy Moore, Captain of Radial Games, as he explores all the painful ways his previous works failed, and his adventure to correct them all in the production of his multi-award-winning game, SteamBirds - and the mobile editions and sequels that followed.
This document discusses mobile social games and outlines plans for a new social mobile game that introduces elements of politics, money exchange, and barter systems. It provides context on the growing mobile gaming market and opportunities in India. Details are given on the game's technical implementation, its freemium earning model, and competitive advantages over other games in India due to a lack of major competitors and focus on users over money. The plan is to develop the game for Android, integrate with Facebook, and publish on Google Play to become a leading mobile gaming company in India.
Game Changers: Three Business Disruptions Upon Us | Eric GoldbergJessica Tams
Three major business disruptions are upon the game industry: spectating, subscriptions, and connective communications channels like social media. Spectating involves watching games rather than playing and could account for 10-20% of game consumption. Subscriptions provide access to games for a monthly fee but have yet to succeed at scale in games. Connective channels like Facebook and Twitch influence player relationships and interactions more than individual game developers. To succeed, developers must prioritize managing player relationships across these channels rather than focusing solely on their own games.
The document summarizes how Digital Future engages the geek chic audience across multiple platforms. It describes Digital Future's large reach of over 32 million men online and through various publications. It then provides details on the geek chic audience demographics and behaviors, such as being mostly young, influential males who are early adopters of new technologies. Finally, it shares some of Digital Future's properties and examples of past marketing campaigns for clients such as Scion, Hyundai, and video game publishers.
Gamification : digital marketing entertainment Digiworks
Gamification is the process of using game mechanics and game design techniques to engage and motivate people to achieve their goals. This presentation discusses how gamification can be used in digital marketing and communication for brands. It provides examples of how brands have incorporated gamification, such as through branded games and experiences. The presentation also outlines best practices for designing gamified experiences, including defining objectives, validating creative concepts, and ensuring gameplay loops and rewards systems align with brand values.
Similar to The Influence of Gamification on Digital Marketing (20)
What does it take to become a future-proof marketer? Gunter Blanckaert
Which skills & capabilities are crucial for the marketer of tomorrow? In this presentation, I took the marketing students of KdG through some trends occurring in the market.
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The Influence of Gamification on Digital Marketing
1. Do we need
to gamify marketing?
21/11/2012
gunter.blanckaert@microsoft.com | @Guntbl
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2. Gunter who?
• >11y in the online business @ Microsoft Advertising
• Brand Sales Strategy Lead for the European markets
• Digital enthusiast, 24/7 surrounded by technology
• Proud father of 3 Generation G kids
7. Generation G: your future customers
“The average young person in a country with a strong
gaming culture will have spent 10.000 hours playing
online games by the age of 21”
16. Video Game Console Usage
Males 15-34 yrs average 12 Console usage is similar
hours per week gaming & To TV usage
increasing
12.000 900
Avg. hours gaming
800
Video Game Average Audience (000)
10.000
Average Audience (000)
700
per Week
8.000 600
500
6.000
400
4.000 300
TV Usage 200
2.000
Game Console Usage 100
0 0
17. What type of games does a
player/gamer play?
Most people think of this…
19. Launch of Halo 4
“Halo 4” Collects $220 Million In Global Sales In The First 24 Hours Over
Record Sales (…) The “Halo” saga eclipses the biggest movie launch in U.S.
box office history; on track to reach over $300 million in global sales in the
first week.”
21. Launch of Call of Duty – Black Ops 2
1 month after the release, “Call Of Duty – Black Ops” had been played for
more than 600 million hours
= the equivalent of 68,000 years
23. Impact of video games2
X
1. Too much screen time makes your eyes sight worse
2. Games lead to attention problems & greater distractibility
3. Makes you less good in multitasking
4. Has the same effect as drinking wine
25. Games everywhere, for everyone
Worldwide 30,000,000 mobile apps are
downloaded each day
Games are the #1 downloaded
category of apps, making up 26% of all
mobile app downloads
Sources: www.livingthebrand.com, www.interbrand.com, www.brandchannel.com
26. Games everywhere, for everyone
"Angry Birds Star
Wars(…) Just 2,5
hours after its
November 8
release, "Angry
Birds Star Wars"
rose to the No. 1
paid iPhone
app“
32. Advergaming
“is the practice of using video games to advertise a
product, organization or viewpoint “
“it is not In-game advertising, it is not Gamification”
37. Time to play
• Go to:
http://pleasurehunt2.mymagnum.com/?lc=en_be
Play the Magnum game & note down the different
gaming elements
38. Time to play
• Who has a smartphone?
• Who has brought his tablet?
• Who has his laptop?
Take it out of your bag, startup your favourite
game and tell your neighbour why you like it so much
40. 1. What is Gamification?
“Is the use of game mechanics and game design
techniques in non-game contexts.”
“The process of game-thinking and game mechanics
to engage users and solve problems”
41. What Gamification is not
“Particularly in the early days, as the term was gaining
traction, it was a common misconception that simply
making a branded game was ‘gamification’. This is NOT
what gamification is about. There are some similarities
that could be drawn but the main difference is that
branded games are about exposure and CTR where as
adding gamification to a product is more about increasing
engagement and loyalty.”
42. Gamification is hot
“An estimated 70 percent of the top 2,000 public
companies in the world will have at least one gamified
application by 2014 (…) the worldwide market will grow
from $242 million in 2012 to $2.8 billion in 2016, with
enterprise gamification eclipsing consumer
gamification in 2013”
43. 2. Gamification Basics
• Just want to have fun
• Loyalty evolved
• Status - Rewards